The Hardships Of Seafaring Quest In Of Ash And Steel

Ambreen
9 Min Read

In this article, we will provide you with step-by-step instructions to complete the quest: The Hardships of Seafaring in Of Ash and Steel. From choosing the most important dialogue options in the beginning to deciding what choices you need to make in order to gain permanent attribute bonuses before leaving Grayshaft, you’ll find everything covered here! 

Starting the Quest 

After the cutscene at the beginning of the game and the first interaction with Sirdar, you will take control of Tristan the Cartographer at Grayshaft’s shore. Your primary mission at this point will be to speak with the physician because you feel seasick due to the recent travels. However, before proceeding to the physician, it would be prudent for you to explore the surroundings fully, as this can provide you with the opportunity to acquire numerous permanent bonuses.

If you try to turn around and head toward the shoreline, you will notice a sailor who is calling out for help. Talking to him will start your first side quest in the main questline. 

Provisions in Danger

The sailor will explain how shortly after unloading the ship’s cargo, some of the provisions became infested by pests and if they spoil, it will be his fault. So if he doesn’t want to be the one responsible for the loss of food supplies, he’ll need your help to solve this issue, thus your adventure for the Provisions in Danger quest will commence.

There, you will need to eliminate three bugs. The first one is located on a log at the roundabout from where you will be facing the front of the camp. The second one could be found roaming on the outer edge of the camp, and the third one typically waits nearby the ladder. These bugs can easily be overlooked, but once you discover them, all you need to do is walk over each bug to destroy it. After you have eliminated all three bugs, return to the sailor to turn in your quest and receive your first experience points.

Hidden Stash and Fortitude Potion

Before continuing with your main quest, you want to make sure you obtain a hidden stat-boosting item. There is a barrel located right next to the physician where you can find the Fortitude Potion. If you consume this potion, your Fortitude will be permanently increased by one.

A word of caution here, if you leave belongings on the ground outside and then save and reload your game, those items may never reappear in your inventory. Therefore, it is important that you collect all your items as soon as you get them. While you’re in this area, climb the nearby rocks and make your way to the top of the cliff. You’ll find an Armor Reinforcing Kit, which is needed for a later quest and can also vanish if ignored for too long.

Talking to the Physician

When you have gathered the items, talk to the physician, he will tell you he was in the process of making a tincture, but to finish it, he still needs alcohol, specifically brandy. Your main task has now changed but go back to the shore before finding the brandy and pick up some more side quests.

Break Time

Close to the shore, you can find a person named Squid who has taken refuge there and is smoking. Speaking with Squid will kick off the Break Time quest. He will request some unique tobacco and state that the physician may possess it.

However, when you approach the physician, he will strongly deny having any and will disregard your question. For now, you’ll need to circle back later once you have more information.

Fish Steak

You’ll find Fish Steak nearby, he is upset and wants to show everyone that he can be a great combatant. So, he challenges you to a friendly battle to start the Fish Steak quest. To begin this quest, you will need some type of weapon though. 

At some distance, you will find a chest that contains three brandy bottles and an apple. What you’ll need to do is speak with the nearby sailor in order to acquire an effective early weapon: Pirate’s Leg. Equip the weapon and return to Fish Steak. 

Before you start the fight, you can offer Fish Steak an apple to get some experience and lore. The fight is pretty easy and mostly acts as a combat tutorial, winning it will complete this quest for you. 

Brandy, Rower, and the Tobacco Problem

With the brandy in your hands, hand a bottle to Rower, who is a drunk crew member on the beach. Giving him this bottle will help you in having his support later and he’ll direct you to the place where you can find the Armor Kit. 

After giving Rower the brandy, you can continue to press Squid about getting the tobacco again. Once you have bribed him, he will tell you that he has taken something from the physician and thrown it away in the rocks on the beach. If you already picked up this item earlier, you can go back to see the physician right away. 

When interacting with him, always select the dialogue option that reveals how Rower took the item and discarded it. This action causes a short encounter, where the physician emerges as victorious. If you act fast, you can go through the fallen character’s body and acquire some nice early-game items from it. Additionally, you will receive the tobacco, which can be used to complete Break Time by giving it to Squid.

Attribute Choice with the Soldier

Next, return to the first soldier you spoke to at the camp. During the conversation, he asks what you would do if you encountered bandits. Your response here is extremely important, as it grants a permanent +1 attribute.

Each dialogue option rewards a different stat: Strength, Dexterity, Stamina, or Insight. Keep future requirements in mind when choosing, especially if you plan on using lockpicking, skinning animals, or heavy weapons. Choosing Insight is particularly useful for later dialogue checks.

What Use Is a Cartographer

The final quest in this area is What Use Is a Cartographer. Speak with the Navigator, Murray, and offer him a bottle of brandy. Agree to listen to his story and continue the conversation until you’re presented with another attribute choice.

This time, you can increase Strength, Dexterity, Stamina, Insight, or Fortitude, depending on how you want to shape Tristan’s build.

Reporting to Sirdar

To wrap everything up, hand over the brandy to the physician Emmett, and then return to Sirdar on the starting shore. If your Insight is at least 7, you’ll be able to unlock additional dialogue and hear a legend about volcanoes. And with this conversation, The Hardships of Seafaring questline will conclude and lead you into the next major part of the story. 

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